03-27-2018, 10:47 PM
Hi, everyone. I'm new here. I've been having such a fantastic time since I learned about this site - and playing RPGs solo in general. I'm usually the DM when I get together with my group, which I don't mind at all, but sometimes it's nice to be the player. Playing solo is my only opportunity to do so. I've only been playing this way for about two weeks or so, but I've devoured a wealth of material in such a short amount of time: Mythic GME, CRGE, John Yorio's blog posts, and a host of other blogs and DriveThru RPG downloadable PDFS. My head is just spinning with ideas, and I've played a few satisfying "sandbox" sessions in a world I am creating as I go using Labyrinth Lord (Basic D&D retro clone.)
The point of this post, however, is that while there are plenty of mechanics for story twists and the like, I haven't found much in the way of enemy A.I. and general encounter setup. I have been toying around with a few ideas, though. I already know about random encounter tables and the like. Which enemies are encountered is not the problem; my concern is where are the enemies? Are they at range? Did they ambush us from behind? Do they not notice us? I know there are rules for surprise in old school D&D, but for the most part figuring out the the encounter layout has been a little challenging. I have been experimenting with rolling dice for distance and direction, but I'm not completely satisfied with what I"ve come up with so far.
I did come up with a nice little "Dirty Tricks" table to keep me on my toes. Here's how I'm using it for anyone who might be interested. Any input and/or other ideas are welcome and encouraged. Thanks!
During an opposition encounter, roll 2d6 initiative each round (per normal Basic D&D rules). On a tie, however, roll the opposition’s die once more. If it is not the same result, the PCs act first this round. If it is the same result, the opposition acts first this round. In addition to performing a normal attack, the first enemy to act (determined randomly) will perform a “Dirty Trick” against the closest PC. That PC is the target of the Dirty Trick. Roll on the Dirty Trick table below:
Dirty Trick Table
The point of this post, however, is that while there are plenty of mechanics for story twists and the like, I haven't found much in the way of enemy A.I. and general encounter setup. I have been toying around with a few ideas, though. I already know about random encounter tables and the like. Which enemies are encountered is not the problem; my concern is where are the enemies? Are they at range? Did they ambush us from behind? Do they not notice us? I know there are rules for surprise in old school D&D, but for the most part figuring out the the encounter layout has been a little challenging. I have been experimenting with rolling dice for distance and direction, but I'm not completely satisfied with what I"ve come up with so far.
I did come up with a nice little "Dirty Tricks" table to keep me on my toes. Here's how I'm using it for anyone who might be interested. Any input and/or other ideas are welcome and encouraged. Thanks!
During an opposition encounter, roll 2d6 initiative each round (per normal Basic D&D rules). On a tie, however, roll the opposition’s die once more. If it is not the same result, the PCs act first this round. If it is the same result, the opposition acts first this round. In addition to performing a normal attack, the first enemy to act (determined randomly) will perform a “Dirty Trick” against the closest PC. That PC is the target of the Dirty Trick. Roll on the Dirty Trick table below:
Dirty Trick Table
- “Throw Dirt”. Save vs. Breath. Failure = target rolls attacks at disadvantage this round.
- “Taunt” Roll WIS or under. Failure = target may not attack this enemy this round.
- “Sweep the Leg” Roll DEX or under. Failure = target falls prone and the enemy attacks with advantage.
- “Skullbash” Roll CON or under. Failure = target may not perform any actions this round.
- “Critical” If this attack hits, it deals double damage to the target.
- “Relentless” Roll on this table twice, disregarding results of ‘6’. (The same Dirty Trick may be applied twice, but any effects of a failed save or ability roll do not stack.)